diff options
author | marha <marha@users.sourceforge.net> | 2011-02-01 10:02:38 +0000 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2011-02-01 10:02:38 +0000 |
commit | 0bf07d32cbd460220c67d726900772cf3692746d (patch) | |
tree | ba6b1e1937e42744591715078444891d4ade5b1e /mesalib/src/mesa/main | |
parent | cacf23d832a26e35851c9cc666304ac72cf8fe34 (diff) | |
download | vcxsrv-0bf07d32cbd460220c67d726900772cf3692746d.tar.gz vcxsrv-0bf07d32cbd460220c67d726900772cf3692746d.tar.bz2 vcxsrv-0bf07d32cbd460220c67d726900772cf3692746d.zip |
libX11 libXinerama mesa git update 1 Feb 2011
Diffstat (limited to 'mesalib/src/mesa/main')
-rw-r--r-- | mesalib/src/mesa/main/arrayobj.c | 1156 | ||||
-rw-r--r-- | mesalib/src/mesa/main/shaderapi.c | 8 | ||||
-rw-r--r-- | mesalib/src/mesa/main/shaderobj.c | 826 |
3 files changed, 995 insertions, 995 deletions
diff --git a/mesalib/src/mesa/main/arrayobj.c b/mesalib/src/mesa/main/arrayobj.c index 2d85b88ae..460102233 100644 --- a/mesalib/src/mesa/main/arrayobj.c +++ b/mesalib/src/mesa/main/arrayobj.c @@ -1,578 +1,578 @@ -/*
- * Mesa 3-D graphics library
- * Version: 7.6
- *
- * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
- * (C) Copyright IBM Corporation 2006
- * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
- * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- * SOFTWARE.
- */
-
-
-/**
- * \file arrayobj.c
- * Functions for the GL_APPLE_vertex_array_object extension.
- *
- * \todo
- * The code in this file borrows a lot from bufferobj.c. There's a certain
- * amount of cruft left over from that origin that may be unnecessary.
- *
- * \author Ian Romanick <idr@us.ibm.com>
- * \author Brian Paul
- */
-
-
-#include "glheader.h"
-#include "hash.h"
-#include "imports.h"
-#include "context.h"
-#include "mfeatures.h"
-#if FEATURE_ARB_vertex_buffer_object
-#include "bufferobj.h"
-#endif
-#include "arrayobj.h"
-#include "macros.h"
-#include "mtypes.h"
-#include "main/dispatch.h"
-
-
-/**
- * Look up the array object for the given ID.
- *
- * \returns
- * Either a pointer to the array object with the specified ID or \c NULL for
- * a non-existent ID. The spec defines ID 0 as being technically
- * non-existent.
- */
-
-static INLINE struct gl_array_object *
-lookup_arrayobj(struct gl_context *ctx, GLuint id)
-{
- if (id == 0)
- return NULL;
- else
- return (struct gl_array_object *)
- _mesa_HashLookup(ctx->Array.Objects, id);
-}
-
-
-/**
- * For all the vertex arrays in the array object, unbind any pointers
- * to any buffer objects (VBOs).
- * This is done just prior to array object destruction.
- */
-static void
-unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj)
-{
- GLuint i;
-
- _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL);
- _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL);
-
- for (i = 0; i < Elements(obj->TexCoord); i++)
- _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL);
-
- for (i = 0; i < Elements(obj->VertexAttrib); i++)
- _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL);
-
-#if FEATURE_point_size_array
- _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL);
-#endif
-}
-
-
-/**
- * Allocate and initialize a new vertex array object.
- *
- * This function is intended to be called via
- * \c dd_function_table::NewArrayObject.
- */
-struct gl_array_object *
-_mesa_new_array_object( struct gl_context *ctx, GLuint name )
-{
- struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object);
- if (obj)
- _mesa_initialize_array_object(ctx, obj, name);
- return obj;
-}
-
-
-/**
- * Delete an array object.
- *
- * This function is intended to be called via
- * \c dd_function_table::DeleteArrayObject.
- */
-void
-_mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj )
-{
- (void) ctx;
- unbind_array_object_vbos(ctx, obj);
- _glthread_DESTROY_MUTEX(obj->Mutex);
- free(obj);
-}
-
-
-/**
- * Set ptr to arrayObj w/ reference counting.
- */
-void
-_mesa_reference_array_object(struct gl_context *ctx,
- struct gl_array_object **ptr,
- struct gl_array_object *arrayObj)
-{
- if (*ptr == arrayObj)
- return;
-
- if (*ptr) {
- /* Unreference the old array object */
- GLboolean deleteFlag = GL_FALSE;
- struct gl_array_object *oldObj = *ptr;
-
- _glthread_LOCK_MUTEX(oldObj->Mutex);
- ASSERT(oldObj->RefCount > 0);
- oldObj->RefCount--;
-#if 0
- printf("ArrayObj %p %d DECR to %d\n",
- (void *) oldObj, oldObj->Name, oldObj->RefCount);
-#endif
- deleteFlag = (oldObj->RefCount == 0);
- _glthread_UNLOCK_MUTEX(oldObj->Mutex);
-
- if (deleteFlag) {
- ASSERT(ctx->Driver.DeleteArrayObject);
- ctx->Driver.DeleteArrayObject(ctx, oldObj);
- }
-
- *ptr = NULL;
- }
- ASSERT(!*ptr);
-
- if (arrayObj) {
- /* reference new array object */
- _glthread_LOCK_MUTEX(arrayObj->Mutex);
- if (arrayObj->RefCount == 0) {
- /* this array's being deleted (look just above) */
- /* Not sure this can every really happen. Warn if it does. */
- _mesa_problem(NULL, "referencing deleted array object");
- *ptr = NULL;
- }
- else {
- arrayObj->RefCount++;
-#if 0
- printf("ArrayObj %p %d INCR to %d\n",
- (void *) arrayObj, arrayObj->Name, arrayObj->RefCount);
-#endif
- *ptr = arrayObj;
- }
- _glthread_UNLOCK_MUTEX(arrayObj->Mutex);
- }
-}
-
-
-
-static void
-init_array(struct gl_context *ctx,
- struct gl_client_array *array, GLint size, GLint type)
-{
- array->Size = size;
- array->Type = type;
- array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */
- array->Stride = 0;
- array->StrideB = 0;
- array->Ptr = NULL;
- array->Enabled = GL_FALSE;
- array->Normalized = GL_FALSE;
-#if FEATURE_ARB_vertex_buffer_object
- /* Vertex array buffers */
- _mesa_reference_buffer_object(ctx, &array->BufferObj,
- ctx->Shared->NullBufferObj);
-#endif
-}
-
-
-/**
- * Initialize a gl_array_object's arrays.
- */
-void
-_mesa_initialize_array_object( struct gl_context *ctx,
- struct gl_array_object *obj,
- GLuint name )
-{
- GLuint i;
-
- obj->Name = name;
-
- _glthread_INIT_MUTEX(obj->Mutex);
- obj->RefCount = 1;
-
- /* Init the individual arrays */
- init_array(ctx, &obj->Vertex, 4, GL_FLOAT);
- init_array(ctx, &obj->Weight, 1, GL_FLOAT);
- init_array(ctx, &obj->Normal, 3, GL_FLOAT);
- init_array(ctx, &obj->Color, 4, GL_FLOAT);
- init_array(ctx, &obj->SecondaryColor, 4, GL_FLOAT);
- init_array(ctx, &obj->FogCoord, 1, GL_FLOAT);
- init_array(ctx, &obj->Index, 1, GL_FLOAT);
- for (i = 0; i < Elements(obj->TexCoord); i++) {
- init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT);
- }
- init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL);
- for (i = 0; i < Elements(obj->VertexAttrib); i++) {
- init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT);
- }
-
-#if FEATURE_point_size_array
- init_array(ctx, &obj->PointSize, 1, GL_FLOAT);
-#endif
-}
-
-
-/**
- * Add the given array object to the array object pool.
- */
-static void
-save_array_object( struct gl_context *ctx, struct gl_array_object *obj )
-{
- if (obj->Name > 0) {
- /* insert into hash table */
- _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj);
- }
-}
-
-
-/**
- * Remove the given array object from the array object pool.
- * Do not deallocate the array object though.
- */
-static void
-remove_array_object( struct gl_context *ctx, struct gl_array_object *obj )
-{
- if (obj->Name > 0) {
- /* remove from hash table */
- _mesa_HashRemove(ctx->Array.Objects, obj->Name);
- }
-}
-
-
-
-/**
- * Compute the index of the last array element that can be safely accessed
- * in a vertex array. We can really only do this when the array lives in
- * a VBO.
- * The array->_MaxElement field will be updated.
- * Later in glDrawArrays/Elements/etc we can do some bounds checking.
- */
-static void
-compute_max_element(struct gl_client_array *array)
-{
- if (array->BufferObj->Name) {
- /* Compute the max element we can access in the VBO without going
- * out of bounds.
- */
- array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size
- - (GLsizeiptrARB) array->Ptr + array->StrideB
- - array->_ElementSize) / array->StrideB;
- if (0)
- printf("%s Object %u Size %u MaxElement %u\n",
- __FUNCTION__,
- array->BufferObj->Name,
- (GLuint) array->BufferObj->Size,
- array->_MaxElement);
- }
- else {
- /* user-space array, no idea how big it is */
- array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */
- }
-}
-
-
-/**
- * Helper for update_arrays().
- * \return min(current min, array->_MaxElement).
- */
-static GLuint
-update_min(GLuint min, struct gl_client_array *array)
-{
- compute_max_element(array);
- if (array->Enabled)
- return MIN2(min, array->_MaxElement);
- else
- return min;
-}
-
-
-/**
- * Examine vertex arrays to update the gl_array_object::_MaxElement field.
- */
-void
-_mesa_update_array_object_max_element(struct gl_context *ctx,
- struct gl_array_object *arrayObj)
-{
- GLuint i, min = ~0;
-
- min = update_min(min, &arrayObj->Vertex);
- min = update_min(min, &arrayObj->Weight);
- min = update_min(min, &arrayObj->Normal);
- min = update_min(min, &arrayObj->Color);
- min = update_min(min, &arrayObj->SecondaryColor);
- min = update_min(min, &arrayObj->FogCoord);
- min = update_min(min, &arrayObj->Index);
- min = update_min(min, &arrayObj->EdgeFlag);
-#if FEATURE_point_size_array
- min = update_min(min, &arrayObj->PointSize);
-#endif
- for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
- min = update_min(min, &arrayObj->TexCoord[i]);
- for (i = 0; i < Elements(arrayObj->VertexAttrib); i++)
- min = update_min(min, &arrayObj->VertexAttrib[i]);
-
- /* _MaxElement is one past the last legal array element */
- arrayObj->_MaxElement = min;
-}
-
-
-/**********************************************************************/
-/* API Functions */
-/**********************************************************************/
-
-
-/**
- * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE().
- * \param genRequired specifies behavour when id was not generated with
- * glGenVertexArrays().
- */
-static void
-bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired)
-{
- struct gl_array_object * const oldObj = ctx->Array.ArrayObj;
- struct gl_array_object *newObj = NULL;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- ASSERT(oldObj != NULL);
-
- if ( oldObj->Name == id )
- return; /* rebinding the same array object- no change */
-
- /*
- * Get pointer to new array object (newObj)
- */
- if (id == 0) {
- /* The spec says there is no array object named 0, but we use
- * one internally because it simplifies things.
- */
- newObj = ctx->Array.DefaultArrayObj;
- }
- else {
- /* non-default array object */
- newObj = lookup_arrayobj(ctx, id);
- if (!newObj) {
- if (genRequired) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)");
- return;
- }
-
- /* For APPLE version, generate a new array object now */
- newObj = (*ctx->Driver.NewArrayObject)(ctx, id);
- if (!newObj) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE");
- return;
- }
- save_array_object(ctx, newObj);
- }
- }
-
- ctx->NewState |= _NEW_ARRAY;
- ctx->Array.NewState |= _NEW_ARRAY_ALL;
- _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj);
-
- /* Pass BindVertexArray call to device driver */
- if (ctx->Driver.BindArrayObject && newObj)
- ctx->Driver.BindArrayObject(ctx, newObj);
-}
-
-
-/**
- * ARB version of glBindVertexArray()
- * This function behaves differently from glBindVertexArrayAPPLE() in
- * that this function requires all ids to have been previously generated
- * by glGenVertexArrays[APPLE]().
- */
-void GLAPIENTRY
-_mesa_BindVertexArray( GLuint id )
-{
- GET_CURRENT_CONTEXT(ctx);
- bind_vertex_array(ctx, id, GL_TRUE);
-}
-
-
-/**
- * Bind a new array.
- *
- * \todo
- * The binding could be done more efficiently by comparing the non-NULL
- * pointers in the old and new objects. The only arrays that are "dirty" are
- * the ones that are non-NULL in either object.
- */
-void GLAPIENTRY
-_mesa_BindVertexArrayAPPLE( GLuint id )
-{
- GET_CURRENT_CONTEXT(ctx);
- bind_vertex_array(ctx, id, GL_FALSE);
-}
-
-
-/**
- * Delete a set of array objects.
- *
- * \param n Number of array objects to delete.
- * \param ids Array of \c n array object IDs.
- */
-void GLAPIENTRY
-_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids)
-{
- GET_CURRENT_CONTEXT(ctx);
- GLsizei i;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)");
- return;
- }
-
- for (i = 0; i < n; i++) {
- struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]);
-
- if ( obj != NULL ) {
- ASSERT( obj->Name == ids[i] );
-
- /* If the array object is currently bound, the spec says "the binding
- * for that object reverts to zero and the default vertex array
- * becomes current."
- */
- if ( obj == ctx->Array.ArrayObj ) {
- CALL_BindVertexArrayAPPLE( ctx->Exec, (0) );
- }
-
- /* The ID is immediately freed for re-use */
- remove_array_object(ctx, obj);
-
- /* Unreference the array object.
- * If refcount hits zero, the object will be deleted.
- */
- _mesa_reference_array_object(ctx, &obj, NULL);
- }
- }
-}
-
-
-/**
- * Generate a set of unique array object IDs and store them in \c arrays.
- * Helper for _mesa_GenVertexArrays[APPLE]() functions below.
- * \param n Number of IDs to generate.
- * \param arrays Array of \c n locations to store the IDs.
- * \param vboOnly Will arrays have to reside in VBOs?
- */
-static void
-gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly)
-{
- GLuint first;
- GLint i;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (n < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE");
- return;
- }
-
- if (!arrays) {
- return;
- }
-
- first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n);
-
- /* Allocate new, empty array objects and return identifiers */
- for (i = 0; i < n; i++) {
- struct gl_array_object *obj;
- GLuint name = first + i;
-
- obj = (*ctx->Driver.NewArrayObject)( ctx, name );
- if (!obj) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE");
- return;
- }
- obj->VBOonly = vboOnly;
- save_array_object(ctx, obj);
- arrays[i] = first + i;
- }
-}
-
-
-/**
- * ARB version of glGenVertexArrays()
- * All arrays will be required to live in VBOs.
- */
-void GLAPIENTRY
-_mesa_GenVertexArrays(GLsizei n, GLuint *arrays)
-{
- GET_CURRENT_CONTEXT(ctx);
- gen_vertex_arrays(ctx, n, arrays, GL_TRUE);
-}
-
-
-/**
- * APPLE version of glGenVertexArraysAPPLE()
- * Arrays may live in VBOs or ordinary memory.
- */
-void GLAPIENTRY
-_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays)
-{
- GET_CURRENT_CONTEXT(ctx);
- gen_vertex_arrays(ctx, n, arrays, GL_FALSE);
-}
-
-
-/**
- * Determine if ID is the name of an array object.
- *
- * \param id ID of the potential array object.
- * \return \c GL_TRUE if \c id is the name of a array object,
- * \c GL_FALSE otherwise.
- */
-GLboolean GLAPIENTRY
-_mesa_IsVertexArrayAPPLE( GLuint id )
-{
- struct gl_array_object * obj;
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE);
-
- if (id == 0)
- return GL_FALSE;
-
- obj = lookup_arrayobj(ctx, id);
-
- return (obj != NULL) ? GL_TRUE : GL_FALSE;
-}
+/* + * Mesa 3-D graphics library + * Version: 7.6 + * + * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. + * (C) Copyright IBM Corporation 2006 + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL OR IBM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF + * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + + +/** + * \file arrayobj.c + * Functions for the GL_APPLE_vertex_array_object extension. + * + * \todo + * The code in this file borrows a lot from bufferobj.c. There's a certain + * amount of cruft left over from that origin that may be unnecessary. + * + * \author Ian Romanick <idr@us.ibm.com> + * \author Brian Paul + */ + + +#include "glheader.h" +#include "hash.h" +#include "imports.h" +#include "context.h" +#include "mfeatures.h" +#if FEATURE_ARB_vertex_buffer_object +#include "bufferobj.h" +#endif +#include "arrayobj.h" +#include "macros.h" +#include "mtypes.h" +#include "main/dispatch.h" + + +/** + * Look up the array object for the given ID. + * + * \returns + * Either a pointer to the array object with the specified ID or \c NULL for + * a non-existent ID. The spec defines ID 0 as being technically + * non-existent. + */ + +static INLINE struct gl_array_object * +lookup_arrayobj(struct gl_context *ctx, GLuint id) +{ + if (id == 0) + return NULL; + else + return (struct gl_array_object *) + _mesa_HashLookup(ctx->Array.Objects, id); +} + + +/** + * For all the vertex arrays in the array object, unbind any pointers + * to any buffer objects (VBOs). + * This is done just prior to array object destruction. + */ +static void +unbind_array_object_vbos(struct gl_context *ctx, struct gl_array_object *obj) +{ + GLuint i; + + _mesa_reference_buffer_object(ctx, &obj->Vertex.BufferObj, NULL); + _mesa_reference_buffer_object(ctx, &obj->Weight.BufferObj, NULL); + _mesa_reference_buffer_object(ctx, &obj->Normal.BufferObj, NULL); + _mesa_reference_buffer_object(ctx, &obj->Color.BufferObj, NULL); + _mesa_reference_buffer_object(ctx, &obj->SecondaryColor.BufferObj, NULL); + _mesa_reference_buffer_object(ctx, &obj->FogCoord.BufferObj, NULL); + _mesa_reference_buffer_object(ctx, &obj->Index.BufferObj, NULL); + _mesa_reference_buffer_object(ctx, &obj->EdgeFlag.BufferObj, NULL); + + for (i = 0; i < Elements(obj->TexCoord); i++) + _mesa_reference_buffer_object(ctx, &obj->TexCoord[i].BufferObj, NULL); + + for (i = 0; i < Elements(obj->VertexAttrib); i++) + _mesa_reference_buffer_object(ctx, &obj->VertexAttrib[i].BufferObj,NULL); + +#if FEATURE_point_size_array + _mesa_reference_buffer_object(ctx, &obj->PointSize.BufferObj, NULL); +#endif +} + + +/** + * Allocate and initialize a new vertex array object. + * + * This function is intended to be called via + * \c dd_function_table::NewArrayObject. + */ +struct gl_array_object * +_mesa_new_array_object( struct gl_context *ctx, GLuint name ) +{ + struct gl_array_object *obj = CALLOC_STRUCT(gl_array_object); + if (obj) + _mesa_initialize_array_object(ctx, obj, name); + return obj; +} + + +/** + * Delete an array object. + * + * This function is intended to be called via + * \c dd_function_table::DeleteArrayObject. + */ +void +_mesa_delete_array_object( struct gl_context *ctx, struct gl_array_object *obj ) +{ + (void) ctx; + unbind_array_object_vbos(ctx, obj); + _glthread_DESTROY_MUTEX(obj->Mutex); + free(obj); +} + + +/** + * Set ptr to arrayObj w/ reference counting. + */ +void +_mesa_reference_array_object(struct gl_context *ctx, + struct gl_array_object **ptr, + struct gl_array_object *arrayObj) +{ + if (*ptr == arrayObj) + return; + + if (*ptr) { + /* Unreference the old array object */ + GLboolean deleteFlag = GL_FALSE; + struct gl_array_object *oldObj = *ptr; + + _glthread_LOCK_MUTEX(oldObj->Mutex); + ASSERT(oldObj->RefCount > 0); + oldObj->RefCount--; +#if 0 + printf("ArrayObj %p %d DECR to %d\n", + (void *) oldObj, oldObj->Name, oldObj->RefCount); +#endif + deleteFlag = (oldObj->RefCount == 0); + _glthread_UNLOCK_MUTEX(oldObj->Mutex); + + if (deleteFlag) { + ASSERT(ctx->Driver.DeleteArrayObject); + ctx->Driver.DeleteArrayObject(ctx, oldObj); + } + + *ptr = NULL; + } + ASSERT(!*ptr); + + if (arrayObj) { + /* reference new array object */ + _glthread_LOCK_MUTEX(arrayObj->Mutex); + if (arrayObj->RefCount == 0) { + /* this array's being deleted (look just above) */ + /* Not sure this can every really happen. Warn if it does. */ + _mesa_problem(NULL, "referencing deleted array object"); + *ptr = NULL; + } + else { + arrayObj->RefCount++; +#if 0 + printf("ArrayObj %p %d INCR to %d\n", + (void *) arrayObj, arrayObj->Name, arrayObj->RefCount); +#endif + *ptr = arrayObj; + } + _glthread_UNLOCK_MUTEX(arrayObj->Mutex); + } +} + + + +static void +init_array(struct gl_context *ctx, + struct gl_client_array *array, GLint size, GLint type) +{ + array->Size = size; + array->Type = type; + array->Format = GL_RGBA; /* only significant for GL_EXT_vertex_array_bgra */ + array->Stride = 0; + array->StrideB = 0; + array->Ptr = NULL; + array->Enabled = GL_FALSE; + array->Normalized = GL_FALSE; +#if FEATURE_ARB_vertex_buffer_object + /* Vertex array buffers */ + _mesa_reference_buffer_object(ctx, &array->BufferObj, + ctx->Shared->NullBufferObj); +#endif +} + + +/** + * Initialize a gl_array_object's arrays. + */ +void +_mesa_initialize_array_object( struct gl_context *ctx, + struct gl_array_object *obj, + GLuint name ) +{ + GLuint i; + + obj->Name = name; + + _glthread_INIT_MUTEX(obj->Mutex); + obj->RefCount = 1; + + /* Init the individual arrays */ + init_array(ctx, &obj->Vertex, 4, GL_FLOAT); + init_array(ctx, &obj->Weight, 1, GL_FLOAT); + init_array(ctx, &obj->Normal, 3, GL_FLOAT); + init_array(ctx, &obj->Color, 4, GL_FLOAT); + init_array(ctx, &obj->SecondaryColor, 3, GL_FLOAT); + init_array(ctx, &obj->FogCoord, 1, GL_FLOAT); + init_array(ctx, &obj->Index, 1, GL_FLOAT); + for (i = 0; i < Elements(obj->TexCoord); i++) { + init_array(ctx, &obj->TexCoord[i], 4, GL_FLOAT); + } + init_array(ctx, &obj->EdgeFlag, 1, GL_BOOL); + for (i = 0; i < Elements(obj->VertexAttrib); i++) { + init_array(ctx, &obj->VertexAttrib[i], 4, GL_FLOAT); + } + +#if FEATURE_point_size_array + init_array(ctx, &obj->PointSize, 1, GL_FLOAT); +#endif +} + + +/** + * Add the given array object to the array object pool. + */ +static void +save_array_object( struct gl_context *ctx, struct gl_array_object *obj ) +{ + if (obj->Name > 0) { + /* insert into hash table */ + _mesa_HashInsert(ctx->Array.Objects, obj->Name, obj); + } +} + + +/** + * Remove the given array object from the array object pool. + * Do not deallocate the array object though. + */ +static void +remove_array_object( struct gl_context *ctx, struct gl_array_object *obj ) +{ + if (obj->Name > 0) { + /* remove from hash table */ + _mesa_HashRemove(ctx->Array.Objects, obj->Name); + } +} + + + +/** + * Compute the index of the last array element that can be safely accessed + * in a vertex array. We can really only do this when the array lives in + * a VBO. + * The array->_MaxElement field will be updated. + * Later in glDrawArrays/Elements/etc we can do some bounds checking. + */ +static void +compute_max_element(struct gl_client_array *array) +{ + if (array->BufferObj->Name) { + /* Compute the max element we can access in the VBO without going + * out of bounds. + */ + array->_MaxElement = ((GLsizeiptrARB) array->BufferObj->Size + - (GLsizeiptrARB) array->Ptr + array->StrideB + - array->_ElementSize) / array->StrideB; + if (0) + printf("%s Object %u Size %u MaxElement %u\n", + __FUNCTION__, + array->BufferObj->Name, + (GLuint) array->BufferObj->Size, + array->_MaxElement); + } + else { + /* user-space array, no idea how big it is */ + array->_MaxElement = 2 * 1000 * 1000 * 1000; /* just a big number */ + } +} + + +/** + * Helper for update_arrays(). + * \return min(current min, array->_MaxElement). + */ +static GLuint +update_min(GLuint min, struct gl_client_array *array) +{ + compute_max_element(array); + if (array->Enabled) + return MIN2(min, array->_MaxElement); + else + return min; +} + + +/** + * Examine vertex arrays to update the gl_array_object::_MaxElement field. + */ +void +_mesa_update_array_object_max_element(struct gl_context *ctx, + struct gl_array_object *arrayObj) +{ + GLuint i, min = ~0; + + min = update_min(min, &arrayObj->Vertex); + min = update_min(min, &arrayObj->Weight); + min = update_min(min, &arrayObj->Normal); + min = update_min(min, &arrayObj->Color); + min = update_min(min, &arrayObj->SecondaryColor); + min = update_min(min, &arrayObj->FogCoord); + min = update_min(min, &arrayObj->Index); + min = update_min(min, &arrayObj->EdgeFlag); +#if FEATURE_point_size_array + min = update_min(min, &arrayObj->PointSize); +#endif + for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) + min = update_min(min, &arrayObj->TexCoord[i]); + for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) + min = update_min(min, &arrayObj->VertexAttrib[i]); + + /* _MaxElement is one past the last legal array element */ + arrayObj->_MaxElement = min; +} + + +/**********************************************************************/ +/* API Functions */ +/**********************************************************************/ + + +/** + * Helper for _mesa_BindVertexArray() and _mesa_BindVertexArrayAPPLE(). + * \param genRequired specifies behavour when id was not generated with + * glGenVertexArrays(). + */ +static void +bind_vertex_array(struct gl_context *ctx, GLuint id, GLboolean genRequired) +{ + struct gl_array_object * const oldObj = ctx->Array.ArrayObj; + struct gl_array_object *newObj = NULL; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + ASSERT(oldObj != NULL); + + if ( oldObj->Name == id ) + return; /* rebinding the same array object- no change */ + + /* + * Get pointer to new array object (newObj) + */ + if (id == 0) { + /* The spec says there is no array object named 0, but we use + * one internally because it simplifies things. + */ + newObj = ctx->Array.DefaultArrayObj; + } + else { + /* non-default array object */ + newObj = lookup_arrayobj(ctx, id); + if (!newObj) { + if (genRequired) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glBindVertexArray(id)"); + return; + } + + /* For APPLE version, generate a new array object now */ + newObj = (*ctx->Driver.NewArrayObject)(ctx, id); + if (!newObj) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindVertexArrayAPPLE"); + return; + } + save_array_object(ctx, newObj); + } + } + + ctx->NewState |= _NEW_ARRAY; + ctx->Array.NewState |= _NEW_ARRAY_ALL; + _mesa_reference_array_object(ctx, &ctx->Array.ArrayObj, newObj); + + /* Pass BindVertexArray call to device driver */ + if (ctx->Driver.BindArrayObject && newObj) + ctx->Driver.BindArrayObject(ctx, newObj); +} + + +/** + * ARB version of glBindVertexArray() + * This function behaves differently from glBindVertexArrayAPPLE() in + * that this function requires all ids to have been previously generated + * by glGenVertexArrays[APPLE](). + */ +void GLAPIENTRY +_mesa_BindVertexArray( GLuint id ) +{ + GET_CURRENT_CONTEXT(ctx); + bind_vertex_array(ctx, id, GL_TRUE); +} + + +/** + * Bind a new array. + * + * \todo + * The binding could be done more efficiently by comparing the non-NULL + * pointers in the old and new objects. The only arrays that are "dirty" are + * the ones that are non-NULL in either object. + */ +void GLAPIENTRY +_mesa_BindVertexArrayAPPLE( GLuint id ) +{ + GET_CURRENT_CONTEXT(ctx); + bind_vertex_array(ctx, id, GL_FALSE); +} + + +/** + * Delete a set of array objects. + * + * \param n Number of array objects to delete. + * \param ids Array of \c n array object IDs. + */ +void GLAPIENTRY +_mesa_DeleteVertexArraysAPPLE(GLsizei n, const GLuint *ids) +{ + GET_CURRENT_CONTEXT(ctx); + GLsizei i; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (n < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteVertexArrayAPPLE(n)"); + return; + } + + for (i = 0; i < n; i++) { + struct gl_array_object *obj = lookup_arrayobj(ctx, ids[i]); + + if ( obj != NULL ) { + ASSERT( obj->Name == ids[i] ); + + /* If the array object is currently bound, the spec says "the binding + * for that object reverts to zero and the default vertex array + * becomes current." + */ + if ( obj == ctx->Array.ArrayObj ) { + CALL_BindVertexArrayAPPLE( ctx->Exec, (0) ); + } + + /* The ID is immediately freed for re-use */ + remove_array_object(ctx, obj); + + /* Unreference the array object. + * If refcount hits zero, the object will be deleted. + */ + _mesa_reference_array_object(ctx, &obj, NULL); + } + } +} + + +/** + * Generate a set of unique array object IDs and store them in \c arrays. + * Helper for _mesa_GenVertexArrays[APPLE]() functions below. + * \param n Number of IDs to generate. + * \param arrays Array of \c n locations to store the IDs. + * \param vboOnly Will arrays have to reside in VBOs? + */ +static void +gen_vertex_arrays(struct gl_context *ctx, GLsizei n, GLuint *arrays, GLboolean vboOnly) +{ + GLuint first; + GLint i; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (n < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGenVertexArraysAPPLE"); + return; + } + + if (!arrays) { + return; + } + + first = _mesa_HashFindFreeKeyBlock(ctx->Array.Objects, n); + + /* Allocate new, empty array objects and return identifiers */ + for (i = 0; i < n; i++) { + struct gl_array_object *obj; + GLuint name = first + i; + + obj = (*ctx->Driver.NewArrayObject)( ctx, name ); + if (!obj) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glGenVertexArraysAPPLE"); + return; + } + obj->VBOonly = vboOnly; + save_array_object(ctx, obj); + arrays[i] = first + i; + } +} + + +/** + * ARB version of glGenVertexArrays() + * All arrays will be required to live in VBOs. + */ +void GLAPIENTRY +_mesa_GenVertexArrays(GLsizei n, GLuint *arrays) +{ + GET_CURRENT_CONTEXT(ctx); + gen_vertex_arrays(ctx, n, arrays, GL_TRUE); +} + + +/** + * APPLE version of glGenVertexArraysAPPLE() + * Arrays may live in VBOs or ordinary memory. + */ +void GLAPIENTRY +_mesa_GenVertexArraysAPPLE(GLsizei n, GLuint *arrays) +{ + GET_CURRENT_CONTEXT(ctx); + gen_vertex_arrays(ctx, n, arrays, GL_FALSE); +} + + +/** + * Determine if ID is the name of an array object. + * + * \param id ID of the potential array object. + * \return \c GL_TRUE if \c id is the name of a array object, + * \c GL_FALSE otherwise. + */ +GLboolean GLAPIENTRY +_mesa_IsVertexArrayAPPLE( GLuint id ) +{ + struct gl_array_object * obj; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_WITH_RETVAL(ctx, GL_FALSE); + + if (id == 0) + return GL_FALSE; + + obj = lookup_arrayobj(ctx, id); + + return (obj != NULL) ? GL_TRUE : GL_FALSE; +} diff --git a/mesalib/src/mesa/main/shaderapi.c b/mesalib/src/mesa/main/shaderapi.c index a5e90d7cb..f2b8aa449 100644 --- a/mesalib/src/mesa/main/shaderapi.c +++ b/mesalib/src/mesa/main/shaderapi.c @@ -48,7 +48,7 @@ #include "program/program.h" #include "program/prog_parameter.h" #include "program/prog_uniform.h" -#include "talloc.h" +#include "ralloc.h" #include <stdbool.h> #include "../glsl/glsl_parser_extras.h" @@ -1137,9 +1137,9 @@ validate_program(struct gl_context *ctx, GLuint program) if (!shProg->Validated) { /* update info log */ if (shProg->InfoLog) { - talloc_free(shProg->InfoLog); + ralloc_free(shProg->InfoLog); } - shProg->InfoLog = talloc_strdup(shProg, errMsg); + shProg->InfoLog = ralloc_strdup(shProg, errMsg); } } @@ -1855,7 +1855,7 @@ _mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string) #endif } - shProg->InfoLog = talloc_strdup_append(shProg->InfoLog, sh->InfoLog); + ralloc_strcat(&shProg->InfoLog, sh->InfoLog); } delete_shader(ctx, shader); diff --git a/mesalib/src/mesa/main/shaderobj.c b/mesalib/src/mesa/main/shaderobj.c index efee05ac6..1d7584559 100644 --- a/mesalib/src/mesa/main/shaderobj.c +++ b/mesalib/src/mesa/main/shaderobj.c @@ -1,413 +1,413 @@ -/*
- * Mesa 3-D graphics library
- *
- * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
- * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/**
- * \file shaderobj.c
- * \author Brian Paul
- *
- */
-
-
-#include "main/glheader.h"
-#include "main/context.h"
-#include "main/hash.h"
-#include "main/mfeatures.h"
-#include "main/mtypes.h"
-#include "main/shaderobj.h"
-#include "program/program.h"
-#include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
-#include "talloc.h"
-
-/**********************************************************************/
-/*** Shader object functions ***/
-/**********************************************************************/
-
-
-/**
- * Set ptr to point to sh.
- * If ptr is pointing to another shader, decrement its refcount (and delete
- * if refcount hits zero).
- * Then set ptr to point to sh, incrementing its refcount.
- */
-void
-_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr,
- struct gl_shader *sh)
-{
- assert(ptr);
- if (*ptr == sh) {
- /* no-op */
- return;
- }
- if (*ptr) {
- /* Unreference the old shader */
- GLboolean deleteFlag = GL_FALSE;
- struct gl_shader *old = *ptr;
-
- ASSERT(old->RefCount > 0);
- old->RefCount--;
- /*printf("SHADER DECR %p (%d) to %d\n",
- (void*) old, old->Name, old->RefCount);*/
- deleteFlag = (old->RefCount == 0);
-
- if (deleteFlag) {
- _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
- ctx->Driver.DeleteShader(ctx, old);
- }
-
- *ptr = NULL;
- }
- assert(!*ptr);
-
- if (sh) {
- /* reference new */
- sh->RefCount++;
- /*printf("SHADER INCR %p (%d) to %d\n",
- (void*) sh, sh->Name, sh->RefCount);*/
- *ptr = sh;
- }
-}
-
-void
-_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
-{
- shader->RefCount = 1;
-}
-
-/**
- * Allocate a new gl_shader object, initialize it.
- * Called via ctx->Driver.NewShader()
- */
-struct gl_shader *
-_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type)
-{
- struct gl_shader *shader;
- assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER ||
- type == GL_GEOMETRY_SHADER_ARB);
- shader = talloc_zero(NULL, struct gl_shader);
- if (shader) {
- shader->Type = type;
- shader->Name = name;
- _mesa_init_shader(ctx, shader);
- }
- return shader;
-}
-
-
-/**
- * Delete a shader object.
- * Called via ctx->Driver.DeleteShader().
- */
-static void
-_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh)
-{
- if (sh->Source)
- free((void *) sh->Source);
- _mesa_reference_program(ctx, &sh->Program, NULL);
- talloc_free(sh);
-}
-
-
-/**
- * Lookup a GLSL shader object.
- */
-struct gl_shader *
-_mesa_lookup_shader(struct gl_context *ctx, GLuint name)
-{
- if (name) {
- struct gl_shader *sh = (struct gl_shader *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- /* Note that both gl_shader and gl_shader_program objects are kept
- * in the same hash table. Check the object's type to be sure it's
- * what we're expecting.
- */
- if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
- return NULL;
- }
- return sh;
- }
- return NULL;
-}
-
-
-/**
- * As above, but record an error if shader is not found.
- */
-struct gl_shader *
-_mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller)
-{
- if (!name) {
- _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
- return NULL;
- }
- else {
- struct gl_shader *sh = (struct gl_shader *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
- return NULL;
- }
- if (sh->Type == GL_SHADER_PROGRAM_MESA) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
- return NULL;
- }
- return sh;
- }
-}
-
-
-
-/**********************************************************************/
-/*** Shader Program object functions ***/
-/**********************************************************************/
-
-
-/**
- * Set ptr to point to shProg.
- * If ptr is pointing to another object, decrement its refcount (and delete
- * if refcount hits zero).
- * Then set ptr to point to shProg, incrementing its refcount.
- */
-void
-_mesa_reference_shader_program(struct gl_context *ctx,
- struct gl_shader_program **ptr,
- struct gl_shader_program *shProg)
-{
- assert(ptr);
- if (*ptr == shProg) {
- /* no-op */
- return;
- }
- if (*ptr) {
- /* Unreference the old shader program */
- GLboolean deleteFlag = GL_FALSE;
- struct gl_shader_program *old = *ptr;
-
- ASSERT(old->RefCount > 0);
- old->RefCount--;
-#if 0
- printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
- (void *) old, old->Name, old->RefCount);
-#endif
- deleteFlag = (old->RefCount == 0);
-
- if (deleteFlag) {
- _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
- ctx->Driver.DeleteShaderProgram(ctx, old);
- }
-
- *ptr = NULL;
- }
- assert(!*ptr);
-
- if (shProg) {
- shProg->RefCount++;
-#if 0
- printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
- (void *) shProg, shProg->Name, shProg->RefCount);
-#endif
- *ptr = shProg;
- }
-}
-
-void
-_mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog)
-{
- prog->Type = GL_SHADER_PROGRAM_MESA;
- prog->RefCount = 1;
- prog->Attributes = _mesa_new_parameter_list();
-#if FEATURE_ARB_geometry_shader4
- prog->Geom.VerticesOut = 0;
- prog->Geom.InputType = GL_TRIANGLES;
- prog->Geom.OutputType = GL_TRIANGLE_STRIP;
-#endif
-}
-
-/**
- * Allocate a new gl_shader_program object, initialize it.
- * Called via ctx->Driver.NewShaderProgram()
- */
-static struct gl_shader_program *
-_mesa_new_shader_program(struct gl_context *ctx, GLuint name)
-{
- struct gl_shader_program *shProg;
- shProg = talloc_zero(NULL, struct gl_shader_program);
- if (shProg) {
- shProg->Name = name;
- _mesa_init_shader_program(ctx, shProg);
- }
- return shProg;
-}
-
-
-/**
- * Clear (free) the shader program state that gets produced by linking.
- */
-void
-_mesa_clear_shader_program_data(struct gl_context *ctx,
- struct gl_shader_program *shProg)
-{
- _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
- _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
- _mesa_reference_geomprog(ctx, &shProg->GeometryProgram, NULL);
-
- if (shProg->Uniforms) {
- _mesa_free_uniform_list(shProg->Uniforms);
- shProg->Uniforms = NULL;
- }
-
- if (shProg->Varying) {
- _mesa_free_parameter_list(shProg->Varying);
- shProg->Varying = NULL;
- }
-}
-
-
-/**
- * Free all the data that hangs off a shader program object, but not the
- * object itself.
- */
-void
-_mesa_free_shader_program_data(struct gl_context *ctx,
- struct gl_shader_program *shProg)
-{
- GLuint i;
- gl_shader_type sh;
-
- assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
-
- _mesa_clear_shader_program_data(ctx, shProg);
-
- if (shProg->Attributes) {
- _mesa_free_parameter_list(shProg->Attributes);
- shProg->Attributes = NULL;
- }
-
- /* detach shaders */
- for (i = 0; i < shProg->NumShaders; i++) {
- _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
- }
- shProg->NumShaders = 0;
-
- if (shProg->Shaders) {
- free(shProg->Shaders);
- shProg->Shaders = NULL;
- }
-
- if (shProg->InfoLog) {
- talloc_free(shProg->InfoLog);
- shProg->InfoLog = NULL;
- }
-
- /* Transform feedback varying vars */
- for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
- free(shProg->TransformFeedback.VaryingNames[i]);
- }
- free(shProg->TransformFeedback.VaryingNames);
- shProg->TransformFeedback.VaryingNames = NULL;
- shProg->TransformFeedback.NumVarying = 0;
-
-
- for (sh = 0; sh < MESA_SHADER_TYPES; sh++) {
- if (shProg->_LinkedShaders[sh] != NULL) {
- ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]);
- shProg->_LinkedShaders[sh] = NULL;
- }
- }
-}
-
-
-/**
- * Free/delete a shader program object.
- * Called via ctx->Driver.DeleteShaderProgram().
- */
-static void
-_mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg)
-{
- _mesa_free_shader_program_data(ctx, shProg);
-
- talloc_free(shProg);
-}
-
-
-/**
- * Lookup a GLSL program object.
- */
-struct gl_shader_program *
-_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name)
-{
- struct gl_shader_program *shProg;
- if (name) {
- shProg = (struct gl_shader_program *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- /* Note that both gl_shader and gl_shader_program objects are kept
- * in the same hash table. Check the object's type to be sure it's
- * what we're expecting.
- */
- if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
- return NULL;
- }
- return shProg;
- }
- return NULL;
-}
-
-
-/**
- * As above, but record an error if program is not found.
- */
-struct gl_shader_program *
-_mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name,
- const char *caller)
-{
- if (!name) {
- _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
- return NULL;
- }
- else {
- struct gl_shader_program *shProg = (struct gl_shader_program *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
- return NULL;
- }
- if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller);
- return NULL;
- }
- return shProg;
- }
-}
-
-
-void
-_mesa_init_shader_object_functions(struct dd_function_table *driver)
-{
- driver->NewShader = _mesa_new_shader;
- driver->DeleteShader = _mesa_delete_shader;
- driver->NewShaderProgram = _mesa_new_shader_program;
- driver->DeleteShaderProgram = _mesa_delete_shader_program;
- driver->CompileShader = _mesa_ir_compile_shader;
- driver->LinkShader = _mesa_ir_link_shader;
-}
+/* + * Mesa 3-D graphics library + * + * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +/** + * \file shaderobj.c + * \author Brian Paul + * + */ + + +#include "main/glheader.h" +#include "main/context.h" +#include "main/hash.h" +#include "main/mfeatures.h" +#include "main/mtypes.h" +#include "main/shaderobj.h" +#include "program/program.h" +#include "program/prog_parameter.h" +#include "program/prog_uniform.h" +#include "ralloc.h" + +/**********************************************************************/ +/*** Shader object functions ***/ +/**********************************************************************/ + + +/** + * Set ptr to point to sh. + * If ptr is pointing to another shader, decrement its refcount (and delete + * if refcount hits zero). + * Then set ptr to point to sh, incrementing its refcount. + */ +void +_mesa_reference_shader(struct gl_context *ctx, struct gl_shader **ptr, + struct gl_shader *sh) +{ + assert(ptr); + if (*ptr == sh) { + /* no-op */ + return; + } + if (*ptr) { + /* Unreference the old shader */ + GLboolean deleteFlag = GL_FALSE; + struct gl_shader *old = *ptr; + + ASSERT(old->RefCount > 0); + old->RefCount--; + /*printf("SHADER DECR %p (%d) to %d\n", + (void*) old, old->Name, old->RefCount);*/ + deleteFlag = (old->RefCount == 0); + + if (deleteFlag) { + _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); + ctx->Driver.DeleteShader(ctx, old); + } + + *ptr = NULL; + } + assert(!*ptr); + + if (sh) { + /* reference new */ + sh->RefCount++; + /*printf("SHADER INCR %p (%d) to %d\n", + (void*) sh, sh->Name, sh->RefCount);*/ + *ptr = sh; + } +} + +void +_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader) +{ + shader->RefCount = 1; +} + +/** + * Allocate a new gl_shader object, initialize it. + * Called via ctx->Driver.NewShader() + */ +struct gl_shader * +_mesa_new_shader(struct gl_context *ctx, GLuint name, GLenum type) +{ + struct gl_shader *shader; + assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER || + type == GL_GEOMETRY_SHADER_ARB); + shader = rzalloc(NULL, struct gl_shader); + if (shader) { + shader->Type = type; + shader->Name = name; + _mesa_init_shader(ctx, shader); + } + return shader; +} + + +/** + * Delete a shader object. + * Called via ctx->Driver.DeleteShader(). + */ +static void +_mesa_delete_shader(struct gl_context *ctx, struct gl_shader *sh) +{ + if (sh->Source) + free((void *) sh->Source); + _mesa_reference_program(ctx, &sh->Program, NULL); + ralloc_free(sh); +} + + +/** + * Lookup a GLSL shader object. + */ +struct gl_shader * +_mesa_lookup_shader(struct gl_context *ctx, GLuint name) +{ + if (name) { + struct gl_shader *sh = (struct gl_shader *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + /* Note that both gl_shader and gl_shader_program objects are kept + * in the same hash table. Check the object's type to be sure it's + * what we're expecting. + */ + if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) { + return NULL; + } + return sh; + } + return NULL; +} + + +/** + * As above, but record an error if shader is not found. + */ +struct gl_shader * +_mesa_lookup_shader_err(struct gl_context *ctx, GLuint name, const char *caller) +{ + if (!name) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller); + return NULL; + } + else { + struct gl_shader *sh = (struct gl_shader *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + if (!sh) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller); + return NULL; + } + if (sh->Type == GL_SHADER_PROGRAM_MESA) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller); + return NULL; + } + return sh; + } +} + + + +/**********************************************************************/ +/*** Shader Program object functions ***/ +/**********************************************************************/ + + +/** + * Set ptr to point to shProg. + * If ptr is pointing to another object, decrement its refcount (and delete + * if refcount hits zero). + * Then set ptr to point to shProg, incrementing its refcount. + */ +void +_mesa_reference_shader_program(struct gl_context *ctx, + struct gl_shader_program **ptr, + struct gl_shader_program *shProg) +{ + assert(ptr); + if (*ptr == shProg) { + /* no-op */ + return; + } + if (*ptr) { + /* Unreference the old shader program */ + GLboolean deleteFlag = GL_FALSE; + struct gl_shader_program *old = *ptr; + + ASSERT(old->RefCount > 0); + old->RefCount--; +#if 0 + printf("ShaderProgram %p ID=%u RefCount-- to %d\n", + (void *) old, old->Name, old->RefCount); +#endif + deleteFlag = (old->RefCount == 0); + + if (deleteFlag) { + _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); + ctx->Driver.DeleteShaderProgram(ctx, old); + } + + *ptr = NULL; + } + assert(!*ptr); + + if (shProg) { + shProg->RefCount++; +#if 0 + printf("ShaderProgram %p ID=%u RefCount++ to %d\n", + (void *) shProg, shProg->Name, shProg->RefCount); +#endif + *ptr = shProg; + } +} + +void +_mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog) +{ + prog->Type = GL_SHADER_PROGRAM_MESA; + prog->RefCount = 1; + prog->Attributes = _mesa_new_parameter_list(); +#if FEATURE_ARB_geometry_shader4 + prog->Geom.VerticesOut = 0; + prog->Geom.InputType = GL_TRIANGLES; + prog->Geom.OutputType = GL_TRIANGLE_STRIP; +#endif +} + +/** + * Allocate a new gl_shader_program object, initialize it. + * Called via ctx->Driver.NewShaderProgram() + */ +static struct gl_shader_program * +_mesa_new_shader_program(struct gl_context *ctx, GLuint name) +{ + struct gl_shader_program *shProg; + shProg = rzalloc(NULL, struct gl_shader_program); + if (shProg) { + shProg->Name = name; + _mesa_init_shader_program(ctx, shProg); + } + return shProg; +} + + +/** + * Clear (free) the shader program state that gets produced by linking. + */ +void +_mesa_clear_shader_program_data(struct gl_context *ctx, + struct gl_shader_program *shProg) +{ + _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL); + _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL); + _mesa_reference_geomprog(ctx, &shProg->GeometryProgram, NULL); + + if (shProg->Uniforms) { + _mesa_free_uniform_list(shProg->Uniforms); + shProg->Uniforms = NULL; + } + + if (shProg->Varying) { + _mesa_free_parameter_list(shProg->Varying); + shProg->Varying = NULL; + } +} + + +/** + * Free all the data that hangs off a shader program object, but not the + * object itself. + */ +void +_mesa_free_shader_program_data(struct gl_context *ctx, + struct gl_shader_program *shProg) +{ + GLuint i; + gl_shader_type sh; + + assert(shProg->Type == GL_SHADER_PROGRAM_MESA); + + _mesa_clear_shader_program_data(ctx, shProg); + + if (shProg->Attributes) { + _mesa_free_parameter_list(shProg->Attributes); + shProg->Attributes = NULL; + } + + /* detach shaders */ + for (i = 0; i < shProg->NumShaders; i++) { + _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); + } + shProg->NumShaders = 0; + + if (shProg->Shaders) { + free(shProg->Shaders); + shProg->Shaders = NULL; + } + + if (shProg->InfoLog) { + ralloc_free(shProg->InfoLog); + shProg->InfoLog = NULL; + } + + /* Transform feedback varying vars */ + for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) { + free(shProg->TransformFeedback.VaryingNames[i]); + } + free(shProg->TransformFeedback.VaryingNames); + shProg->TransformFeedback.VaryingNames = NULL; + shProg->TransformFeedback.NumVarying = 0; + + + for (sh = 0; sh < MESA_SHADER_TYPES; sh++) { + if (shProg->_LinkedShaders[sh] != NULL) { + ctx->Driver.DeleteShader(ctx, shProg->_LinkedShaders[sh]); + shProg->_LinkedShaders[sh] = NULL; + } + } +} + + +/** + * Free/delete a shader program object. + * Called via ctx->Driver.DeleteShaderProgram(). + */ +static void +_mesa_delete_shader_program(struct gl_context *ctx, struct gl_shader_program *shProg) +{ + _mesa_free_shader_program_data(ctx, shProg); + + ralloc_free(shProg); +} + + +/** + * Lookup a GLSL program object. + */ +struct gl_shader_program * +_mesa_lookup_shader_program(struct gl_context *ctx, GLuint name) +{ + struct gl_shader_program *shProg; + if (name) { + shProg = (struct gl_shader_program *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + /* Note that both gl_shader and gl_shader_program objects are kept + * in the same hash table. Check the object's type to be sure it's + * what we're expecting. + */ + if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) { + return NULL; + } + return shProg; + } + return NULL; +} + + +/** + * As above, but record an error if program is not found. + */ +struct gl_shader_program * +_mesa_lookup_shader_program_err(struct gl_context *ctx, GLuint name, + const char *caller) +{ + if (!name) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller); + return NULL; + } + else { + struct gl_shader_program *shProg = (struct gl_shader_program *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + if (!shProg) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller); + return NULL; + } + if (shProg->Type != GL_SHADER_PROGRAM_MESA) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s", caller); + return NULL; + } + return shProg; + } +} + + +void +_mesa_init_shader_object_functions(struct dd_function_table *driver) +{ + driver->NewShader = _mesa_new_shader; + driver->DeleteShader = _mesa_delete_shader; + driver->NewShaderProgram = _mesa_new_shader_program; + driver->DeleteShaderProgram = _mesa_delete_shader_program; + driver->CompileShader = _mesa_ir_compile_shader; + driver->LinkShader = _mesa_ir_link_shader; +} |